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Pretty cool.

I really like the setting which I assume is at least partially inspired by Apocalypse Now.

Movement mechanics on the hex grid feel great. Easily the highlight of this. Wouldn't have though that the inertia of a ship would work in a roguelike, turn-based game. Anything to do with menuing doesn't feel great though. It often wasn't clear to me what menu I was really in. For example when pressing F in battle it shows you the range of the weapon you have currently selected on the map, which looks almost identical to the actual target selection once you have confirmed what weapon to fire so I was often confused as to what state I was in.

The overworld map seems pretty linear but I didn't get too far.

Starting the game in a large window and then scaling it down puts the map offscreen.

Thanks for playing!

I will try to fix resizing messing with the map, good catch. 
Regarding menu clarity, I'll try to simplify the aiming process itself so that should already address some of the confusion, but I might also visually highlight the currently in-use menu, that should help too.
And yes the map is really linear since it's the game's first area, but hopefully it will feel considerably less linear once land gameplay is implemented.

Thanks for the feedback!